For so long I've been putting my SPEC maps in the node where the color is. (I've always used roughness maps as specular maps too.)
When I've finally figured out why my spec maps aren't showing a lot of depth and detail on my models. I've just now started to redo my scenes by adding any roughness (or double specular) maps along with my specular maps. My only annoying issue is, that it get's too glossy most of the time. I sometimes have or don't have control over the glossiness.
I don't know if I have to change the number on the "roughness", (Which doesn't change a thing) or on the "anisotropy"...(anisotropy works for a couple of materials but everything else.)
Here's what happens when I have my spec map in the roughness node for the hair, I tried lowering and raising the anisotropy value to get the right amount of glossiness, but I get this result if the value is too low.
I'm used to having my spec maps in the color node area that way I have full control on how glossy I want my materials to be, but I would lack specular detail.
Any help is appreciated.
Could be wrong, but sounds like you are mixing some concepts and expect something that isn't set up correctly.
Any chance you can show the final effect you want to achieve, not just explaination from what you visualize in the head. This way we can guide you more efficiently.
Then show the maps you want to use to control the effect.
You connect the main colour, diffuse or albedo to the Base Color. You leave Reflection at 1 with a with colour, you connect a map to the roughness slot. There is no 50% or 75% reflective materials, there is only 100% reflective, you then control how glossy or matte a surface is with a roughness map. Also, a material is either metal or a non metal, there isn't 50% metal materials.